REGISTER_GOAL(GOAL_CrystalKnight6610_Battle, "CrystalKnight6610Battle") local NormalR_min = 0 local NormalR_max = 1.6 local Guard_NormalR_min = 0 local Guard_NormalR_max = 1.5 local LargeR_min = 0 local LargeR_max = 2.4 local PushR_min = 0 local PushR_max = 1 local Magic_min = 8 local Magic_max = 8 local NPC_ATK_Parry_min = 0 local NPC_ATK_Parry_max = 0.8 local Backstep_Atk_min = 0 local Backstep_Atk_max = 1.5 local Rolling_Atk_min = 3.5 local Rolling_Atk_max = 4.5 REGISTER_GOAL_NO_UPDATE(GOAL_CrystalKnight6610_Battle, 1) function CrystalKnight6610Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if 8 <= targetDist then actPerArr[1] = 10 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 70 actPerArr[7] = 0 actPerArr[8] = 0 elseif 4.5 <= targetDist then actPerArr[1] = 20 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 60 actPerArr[7] = 0 actPerArr[8] = 0 elseif 2.8 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 0 actPerArr[2] = 30 actPerArr[3] = 20 actPerArr[4] = 10 actPerArr[5] = 0 actPerArr[6] = 0 actPerArr[7] = 40 actPerArr[8] = 0 else actPerArr[1] = 20 actPerArr[2] = 0 actPerArr[3] = 30 actPerArr[4] = 0 actPerArr[5] = 20 actPerArr[6] = 0 actPerArr[7] = 30 actPerArr[8] = 0 end elseif 1 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 0 actPerArr[2] = 30 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 10 actPerArr[6] = 0 actPerArr[7] = 50 actPerArr[8] = 10 else actPerArr[1] = 22 actPerArr[2] = 0 actPerArr[3] = 22 actPerArr[4] = 0 actPerArr[5] = 16 actPerArr[6] = 0 actPerArr[7] = 30 actPerArr[8] = 10 end elseif ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 0 actPerArr[2] = 18 actPerArr[3] = 0 actPerArr[4] = 12 actPerArr[5] = 0 actPerArr[6] = 0 actPerArr[7] = 60 actPerArr[8] = 10 else actPerArr[1] = 20 actPerArr[2] = 0 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[5] = 20 actPerArr[6] = 0 actPerArr[7] = 30 actPerArr[8] = 10 end actFuncArr[1] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, CrystalKnight6610_Act09) local atkAfterFunc = REGIST_FUNC(ai, goal, CrystalKnight6610_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end NormalR_min = NormalR_max function CrystalKnight6610_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = NormalR_max local DashDist = NormalR_max + 5 local Odds_Guard = 100 CommonNPC_ChangeWepL1(ai, goal) NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) elseif fate <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = LargeR_max function CrystalKnight6610_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, LargeR_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_TurnAround, 2, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = LargeR_max function CrystalKnight6610_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = LargeR_max local DashDist = LargeR_max + 5 local Odds_Guard = 100 CommonNPC_ChangeWepL1(ai, goal) NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 end return GetWellSpace_Odds end NormalR_min = PushR_max function CrystalKnight6610_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = PushR_max local DashDist = PushR_max + 5 local Odds_Guard = 100 CommonNPC_ChangeWepL1(ai, goal) NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = NormalR_max function CrystalKnight6610_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = NormalR_max local DashDist = NormalR_max + 5 local Odds_Guard = 100 CommonNPC_ChangeWepL1(ai, goal) NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Rolling_Atk_max function CrystalKnight6610_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Rolling_Atk_max local DashDist = Rolling_Atk_max + 5 local Odds_Guard = 100 CommonNPC_ChangeWepL1(ai, goal) NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function CrystalKnight6610_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepL1(ai, goal) if 3 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4) end goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function CrystalKnight6610_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) CommonNPC_ChangeWepL1(ai, goal) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR_min = Magic_min function CrystalKnight6610_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) local Magic1Limit = ai:GetNumber(2) CommonNPC_ChangeWepL2(ai, goal) if targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_Middle, 1.5, 90) end ai:SetTimer(1, 62) ai:SetNumber(2, Magic1Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function CrystalKnight6610_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 5 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) elseif fate2 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2) end elseif fate <= 20 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) elseif fate <= 60 then if fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4) end end return end function CrystalKnight6610Battle_Update(ai, goal) return GOAL_RESULT_Continue end function CrystalKnight6610Battle_Terminate(ai, goal) return end function CrystalKnight6610Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local ParryDist = 3 local ParryAng = 60 local ParryThrowDist = 4 local ParryThrowAng = 60 if ai:IsInterupt(INTERUPT_SuccessGuard) then local Suc_GuardDist = 3 local Suc_GuardPer = 80 if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1) return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 3 local combRunPer = 40 if targetDist < combRunDist and fate <= combRunPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) return true end end if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then local ResDist = 3 local ResPer = 10 if targetDist < ResDist then if fate <= ResPer then goal:ClearSubGoal() if fate2 <= ResPer then if fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) end else ai:Replaning() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 50 if fate <= shootIntPer then goal:ClearSubGoal() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) end return true end end if ai:IsInterupt(INTERUPT_ParryTiming) then if targetDist <= ParryDist and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, ParryAng) and ai:IsTargetGuard(TARGET_SELF) == true then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_Parry, TARGET_ENE_0, DIST_Middle, 1.5, 90) return true end elseif ai:IsInterupt(INTERUPT_SuccessParry) and targetDist <= ParryThrowDist and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, ParryThrowAng) then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 1, TARGET_SELF, false, -1) local life = ai:GetRandam_Float(0.3, 0.6) goal:AddSubGoal(GOAL_COMMON_Wait, life, TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) return true end return false end return